[GC] Altimira

Discuss various gameplay related topics (rare hunts, time-attack records, etc) here. Anything PSO-related goes here, even if it isn't directly related to Sylverant.

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Aleron Ives
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Re: [GC] Altimira

Post by Aleron Ives » Tue Feb 14, 2017 2:59 am

Resurgent Darkness now has "Super Hard", and the problem of getting disconnected in the final room is fixed. Thanks go to Otto Baus for helping me to test the fix.
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Re: [GC] Altimira

Post by Otto Baus » Thu May 04, 2017 3:25 pm

I'm not re-reading through this thread to see if you know about this Super Hard glitch. Also, please do NOT fix it because it saves me a bit of time and isn't exactly an exploit. Or at least, I cannot (yet) figure out HOW to exploit it... Attempts have been made, is all I'm saying.

So if you quit a quest in which you enabled SH, the flag stays active online for the episode you enabled SH in until you beat an SH quest in that episode. It does NOT transfer to non SH quests, and also won't transfer to SH available quests in another episode either. BOO!! Probably because whatever new edits/files/table/whatever the game needs to reference to make SH possible isn't actually there for those enemies, and SH doesn't use equations to modify the existing ones? That's my uneducated guess, anyway.

It is nice to not have to talk to the soldier every time I run to the 2nd floor of the East Tower in PW4 hunting Gigue for SJS though, and that is how I noticed it. I got tired of talking to him each time and said screw this, I don't need no stinking SH! To my surprise, it was still activated anyway. Huzzah!

As an aside, we (the royal "I") were talking and it would please our (my) autism greatly if there were a reference chart of the new enemy stats in SH. Generally speaking, it's pretty obvious that enemies in SH trade lower EVP for more DFP and HP and lower EFR, EIC, ELT, and [the other one I don't remember] respectively for higher EDK. Raw data is neat, too. Probably a pita to organize it anyway.

Lastly, that sparkly warp in 3.1c is either a fucking booby trap or the ultimate troll. It caused me no end of grief last night, and I was not alone. EWs were shared between me and Corey, and also a DC on my end after the final run, too. It took us 4 attempts before we all made it to Falz. Apparently it can force you to warp as soon as you come near the threshold for the door, meaning you ain't got time to cycle weps or load the MAG screen. Fuggin' PSO, mang...
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Aleron Ives
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Re: [GC] Altimira

Post by Aleron Ives » Thu May 04, 2017 9:24 pm

The tendency for quest-induced enemy stats to persist into future runs has been known for years; it's one of the reasons why the functionality is buggy. Even so, I have never been able to replicate it. I even tried PW4 just now, and the stats reset to Ultimate when I made a new team, as expected. It's probably a side effect of the all around terrible US disc, as the only people I know of who have experienced this problem are using it. ;)

As for 3.1c, the idea is that when everybody is standing in the hallway switching weapons ASAP, one player will stand in the sparkly, switch weapons, and press A. The sparkly reacts much faster than a boss teleporter, so it's easier to time the weapon switching correctly than when you have to wait up to 10 seconds for the boss teleporter to decide it's ready to send you to the boss.

The range of qualifying for being ready for the boss fight does indeed cover the hallway, so if your team is being careless and somebody just presses A when the last person enters the hallway, then yes, you're probably not going to see any benefit. Nobody gets teleported anywhere until somebody presses A. If you get EW a lot, then you should treat Dark Falz teleportation events more seriously and discuss who is going to do what before you try to start the fight. Even so, luck is always required to make it successfully, which is why 1c is the least-played MA3.
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Re: [GC] Altimira

Post by Aleron Ives » Sun May 28, 2017 7:21 pm

I've just added something of an open beta test for Episode II Challenge mode. Stage3 has received the following modifications:
  • The Mericarol in Jungle East is no longer random and will always be a Mericarol, so you don't have to make a new team when you get the other variants.
  • Mountain now has 2 boxes that give a fixed Buster and a fixed Lockgun, since finding Busters is extremely difficult, and Brands are grossly underpowered for fighting Gal Gryphon.
The Lockgun is mostly for the sake of Rangers, so they don't suck so badly when fighting Gal Gryphon. Of course these weapons don't have percentages, so you still need to find an A.Beast Buster if you want to defeat Gal Gryphon quickly, but at least this establishes a better baseline for fighting him and reduces the chance of failure when you get bad drops from Gees.

The boxes are behind the rock wall next to the teleporter to Seaside. To access them, you have to hit the timer switch in the southeastern corner of the map and then run through the timed fence and saws. The four boxes used to drop 2 random weapons and 2 random frames, but the frame boxes have been replaced with Buster and Lockgun. There are already other boxes that drop frames with 4 slots, so these 2 random frame boxes were never important, anyway.

Feedback is welcome as to whether these changes make the stage more consistent between runs. As always Iselia remains vanilla, and I could revert these changes on Altimira if they aren't really helpful or desired.
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Re: [GC] Altimira

Post by Aleron Ives » Sun Apr 08, 2018 4:47 am

Fragments of a Memory now has "Super Hard", and in an attempt to make Ruins 3 more enjoyable, I've altered how the ghosts will behave when you enable it. You will now need to attack in order to make the ghosts back away, rather than standing still, so you no longer have to sit around and get killed in order to avoid getting caught.
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Re: [GC] Altimira

Post by Aleron Ives » Sat Jun 09, 2018 5:00 am

I've made a few changes this time around. Maximum Attack 3 now gives slightly more points on Very Hard than before, and "Super Hard" bosses have less DFP.

I've also implemented another attempt to reduce the frequency of the "Endless Warp" bug. When you use the sparkly that sends you to Dark Falz, you will get sent to Pioneer 2 first, and then you'll immediately get sent to Dark Falz. I don't know how effective this approach will be, but it's worth a try. The sparkly at the end of East Tower in Phantasmal World #4 also will send you back to CCA instead of West Tower, so you have the opportunity to deposit anything you found in ET before you risk another crash.
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[GC] Acrid Aquifer

Post by Aleron Ives » Sun Aug 05, 2018 1:54 am

The water supply
for Pioneer 2 has
been cut off!

Client: Principal
Quest:
A malfunction in Ragol's
waterworks is threatening
the city's water supply.
Repair the pumping station
before Pioneer 2 exhausts
its remaining water!
Reward: ??? Meseta

I've brought the third entry in my "frantic" trio of quests to GC. Do you have what it takes to save the thirsty citizens of Pioneer 2 from Ragol's speedy enemies?

I've retrofitted the quest to take advantage of some new GC features, so hopefully everything works properly. If it doesn't, you can always report a problem here. ;)
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Re: [GC] Acrid Aquifer

Post by BlueCrab » Sun Aug 05, 2018 10:47 am

Time to report OVER 9000 bugs. ;-)
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Re: [GC] Altimira

Post by Aleron Ives » Wed Sep 26, 2018 1:39 am

I'm pleased to announce another significant update to Garon's Shop. This time, I've overhauled Lucky Roulette, including changing the figures on the board:

Spoiler!
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The summary of changes is as follows:
  • There is now only one nurse instead of two, so the rate of getting Scape Doll is lower.
  • Landing on one of the girls awards a random music disc.
  • Landing on Garon now gives 1 Garon point, rather than a Monomate.
  • The odds of landing on Paganini are slightly higher.
  • If you land on Paganini, the odds of getting another Black Gear are higher.
  • If you land on Paganini, you now have a 1% chance to win a Photon Sphere, instead of a Photon Drop.
  • The odds of landing on Nol are higher.
  • If you land on Nol, the odds of getting a weapon with above average Hit are higher.
  • Nol's weapon tiers have been adjusted. Rangers can now win Mechguns, while Forces can win Handguns. This finally gives Rangers the chance to win a useful weapon from Roulette.
  • The Roulette RNG has been improved slightly.
  • The Roulette spins smoothly and no longer skips past Garon before it starts to slow down. 8)
In addition, I've updated the slot machine to use Roulette's RNG logic, so the results are better and more random than before. The slot machine will also award a Lucky Coin if you get multiple wins in a row.

Finally (and most importantly?!), I've updated the song selection on the jukebox. ;)
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[GC] Halloween Horror

Post by Aleron Ives » Sun Sep 30, 2018 11:43 pm

Contain a
dire situation
in Ragol's ruins!

Client: Ceek, soldier
Quest:
A mysterious rift has
opened in Ragol's ruins
and is threatening the
security of Pioneer 2.
Seal the rift before the
city is overwhelmed!
Reward: ??? Meseta

I've now brought Halloween Horror, the second entry in my "frantic" trio of quests, to GC. Do you have what it takes to brave the terrifying conditions in Ragol's ancient ruins? You have a month to find out. 8-)
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